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short-paper

Playing with delay: an interactive VR demonstration

Published: 18 June 2019 Publication History

Abstract

Virtual reality is now used across a range of applications, from entertainment to clinical purposes. Although the rendered visualisations have better temporal and spatial resolutions than ever, several technological constraints remain - and people still suffer side-effects. With this demonstration, we address the temporal constraints of virtual reality. We invite participants to play a game where they are in charge of the presented delay, facilitating their first-hand experience of the consequences of delay. Furthermore, the demonstration serves as a platform for future explorations into short- and long-term effects of virtual reality constraints.

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Cited By

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  • (2024)The Interplay Between Delay and Device in a Moving Target Selection Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645564(1-8)Online publication date: 5-Aug-2024
  • (2022) Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame IEEE Transactions on Games10.1109/TG.2021.312871414:4(623-631)Online publication date: Dec-2022
  • (2022)When Every Millisecond Counts: The Impact of Delay in VR Gaming2022 14th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX55416.2022.9900908(1-4)Online publication date: 5-Sep-2022
  • Show More Cited By

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cover image ACM Conferences
MMVE '19: Proceedings of the 11th ACM Workshop on Immersive Mixed and Virtual Environment Systems
June 2019
53 pages
ISBN:9781450362993
DOI:10.1145/3304113
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than the author(s) must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected].

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 18 June 2019

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Author Tags

  1. cyber sickness
  2. delay
  3. game
  4. perception
  5. virtual reality

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  • Short-paper

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MMSys '19
Sponsor:
MMSys '19: 10th ACM Multimedia Systems Conference
June 18, 2019
Massachusetts, Amherst

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MMVE '19 Paper Acceptance Rate 9 of 18 submissions, 50%;
Overall Acceptance Rate 26 of 44 submissions, 59%

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Cited By

View all
  • (2024)The Interplay Between Delay and Device in a Moving Target Selection Game2024 IEEE Conference on Games (CoG)10.1109/CoG60054.2024.10645564(1-8)Online publication date: 5-Aug-2024
  • (2022) Spaz! The Effects of Local Latency on Player Actions in a Desktop-Based Exergame IEEE Transactions on Games10.1109/TG.2021.312871414:4(623-631)Online publication date: Dec-2022
  • (2022)When Every Millisecond Counts: The Impact of Delay in VR Gaming2022 14th International Conference on Quality of Multimedia Experience (QoMEX)10.1109/QoMEX55416.2022.9900908(1-4)Online publication date: 5-Sep-2022
  • (2021)So Predictable! Continuous 3D Hand Trajectory Prediction in Virtual RealityThe 34th Annual ACM Symposium on User Interface Software and Technology10.1145/3472749.3474753(332-343)Online publication date: 10-Oct-2021
  • (2020)QuRateProceedings of the 11th ACM Multimedia Systems Conference10.1145/3339825.3391863(99-111)Online publication date: 27-May-2020

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